Some mining data on 07/31/2011 01:11 PM CDT
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I like numbers. So here you go! Numbers are averages for the rooms I mined from fresh to clear. 600ish foraging, 65 str, running WS and 44mana-BES most of the time.

TimeSwingsNuggetsMinutes/RoomSeconds/SwingNuggets/SwingNuggets/MinRoomsRandom Rares/Swing
708 s76.611.011.89.20.14411.81039.25733E-05


~Hunter Hanryu
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Re: Some mining data on 07/31/2011 02:22 PM CDT
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Neat. App of the mining tool?
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Re: Some mining data on 07/31/2011 04:49 PM CDT
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Not sure how you're calculating nugget per minute, but I think you've got an error there. 11 nugs total, 10 minutes, 11.8 nugs per minute? Maybe a decimal error?




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Re: Some mining data on 07/31/2011 05:09 PM CDT
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>App of the mining tool?
Pick for junk and moving through rocks of a decent metal:
You analyze every minute detail of the weighted pickaxe and smile knowingly to yourself.
This appears to be a crafting tool and it is in pristine condition (98-100%).
This tool is used to mine stone, ore and gems from exposed rock.
The workmanship is masterfully-crafted.
Assessing the pickaxe's durability, you determine it is very delicate (2/18) and easily damaged.
About 10 volume of metal was used in this item's construction.
This tool looks recently cleaned and will resist damage for a time.
This tool appears to be exceptionally effective (9/10) at increasing crafting speed.
This appears to be the work of someone with the initial "A.".

Tongs when I find something good:
You analyze every minute detail of the articulated tongs and smile knowingly to yourself.
This appears to be a crafting tool and they are in pristine condition (98-100%).
This tool is used to shovel fuel in a forge, and mine stone, ore and gems.
The workmanship is masterfully-crafted.
Assessing the tongs's durability, you determine they are particularly weak (5/18) against damage.
About 10 volume of metal was used in this item's construction.
This tool looks recently cleaned and will resist damage for a time.
This tool appears to be exceptionally effective (9/10) at increasing crafting speed.
You find it impossible to identify who crafted this item.
The metal appears to have been slowly tempered to improve its durability.


>Maybe a decimal error?
Whoops!

~Hunter Hanryu
http://drplat.com/CombatEquipmentCompendium.xls
http://tinyurl.com/HanryuTanning
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Re: Some mining data on 07/31/2011 05:17 PM CDT
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> You analyze every minute detail of the articulated tongs and smile knowingly to yourself.
> This appears to be a crafting tool and they are in pristine condition (98-100%).
> This tool is used to shovel fuel in a forge, and mine stone, ore and gems.

Um, looks like you merged two apps there (unless there's some swappable tong/shovel tool I didn't know of).
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Re: Some mining data on 07/31/2011 05:29 PM CDT
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> unless there's some swappable tong/shovel tool I didn't know of

Guildfest auction haralun toolbox had a tong/shovel.


- Tyr, player of

Grolig exclaims, "Silly Paladin!"
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Re: Some mining data on 07/31/2011 06:22 PM CDT
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Yea I love those things.

~Hunter Hanryu
http://drplat.com/CombatEquipmentCompendium.xls
http://tinyurl.com/HanryuTanning
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Re: Some mining data on 07/31/2011 06:32 PM CDT
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>(unless there's some swappable tong/shovel tool I didn't know of).

The articulated tongs do.



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Re: Some mining data on 07/31/2011 06:41 PM CDT
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> The articulated tongs do.

Ah, I was wondering what the point of them was. Is their speed as a shovel still based off thermal resistance?
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Re: Some mining data on 07/31/2011 08:41 PM CDT
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>Is their speed as a shovel still based off thermal resistance?

The speed is the same in both configurations, so yes.



Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Weapons for Sale:
http://www.elanthipedia.com/wiki/User:Caraamon#Wares
Combat Balance List:
http://www.angelfire.com/rpg2/caraamon/balance2.xls
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Re: Some mining data on 08/06/2011 01:20 PM CDT
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This is crossposted from Social Side > Gen Descussions

>>Kamaela says, "Also, he's looking at altering the rate that rare materials pop up. There will be more rare >>material to be found on quests and such."

Not sure if Kodius said how he was going to alter the rate...it wasn't metioned.

But this would be my idea, and would like to hear other's thoughts as well.

This is my thoughts after a few weeks of mining off and on, with blocks of time spent anywhere from 1-4 hours at a time.

Mining is pretty fun and getting that rare drop or rare vein is pretty exciting, but there are times when you mine through a dozen or so rooms and get absolutely nothing "rare". I've spent on a few occasions a couple hours straight with nothing to pop. Then another day I hit 3 rare veins within an hour.

What I would like to suggest is that the "random" rare drops be increased. Meaning if you go and spend an hour mining, chances are highly in your favor that you will get a rare drop or two. You know the 1-5 volume range of a rare metal.

With that in mind. I would reduce the ammount of rare metal you get from finding a vein. Mind you I don't want to reduce the occurance of rare veins, but probably cut their output in half. Right now it sems to be 40s-50s volume for a rare vein. With 40 volume, you can make 4 fairly large weapons if mixed correctly, and many more light weapons.

I would rather a vein of rare metal average in the 20s of volume. It's rare. 20 volume won't get you a full suit of armor but you can make almost any smaller armor piece and any weapon with that much.

Obviously the foraging skill would have to be rebalanced with concern for rare veins, more skill = more volume in most cases but I would lower it across the board.

So the idea is, more frequent single rare drops (this would keep the desire high to keep mining), but drastically reduce the vein output so that it would result in a net loss (compared to now) to total rare metals coming into the system.

If anyone else has ideas, would love to hear them.


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Re: Some mining data on 08/06/2011 01:45 PM CDT
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That drop in volume might be acceptable if weapons were all that were being made, but there is armor. Heavy plate is 110 or more volume. The heavy half plate I want is 76 vol. So reducing the size of veins as you say and splitting in around in smaller chunks does not sound right to me. I would like to see more random drops, I just do not think the vein volume should be dropped. Or how about having the rares be a little less rare but a bit more vol.

They did say that they will consider repoping empty rooms (ones with no-one in them) once every game day. This would have a great effect on finding veins.


______
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Re: Some mining data on 08/06/2011 02:57 PM CDT
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>>With that in mind. I would reduce the ammount of rare metal you get from finding a vein. Mind you I don't want to reduce the occurance of rare veins, but probably cut their output in half. Right now it sems to be 40s-50s volume for a rare vein. With 40 volume, you can make 4 fairly large weapons if mixed correctly, and many more light weapons.

Have you seen what's required for armor?

I think the veins are about right right now, from what I've heard about their frequency. But the incidental drops should be increased.

I've been doing the same as you, mining for the past month, usually 2 hours at a go (or however long it takes to clear a dozen rooms and check the repops), every two or three days. I got one vein of platinum on my second day of mining, which I promptly wasted experimenting because I didn't realize how hard it'd be to replace, and since then, all I've found is 1 volume of animite. I'm probably just unlucky, but your mining experience sounds pretty lucky too, so I'm not sure it's a good idea to put too much weight on your own finds being normal.
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Re: Some mining data on 08/06/2011 03:11 PM CDT
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>That drop in volume might be acceptable if weapons were all that were being made, but there is armor. Heavy plate is 110 or more volume. The heavy half plate I want is 76 vol. So reducing the size of veins as you say and splitting in around in smaller chunks does not sound right to me. I would like to see more random drops, I just do not think the vein volume should be dropped. Or how about having the rares be a little less rare but a bit more vol.

On the flip side, it creates a vastly increased demand for quests, and other uses of the microtransaction system Solomon is rolling in. So...ya, that's pretty much what I was afraid would happen.



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Re: Some mining data on 08/06/2011 05:32 PM CDT
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I think rate or rare veins is probably good for most metals. I also think volume is good on those (remember more skill = more volume, and I'm all about rewarding folks who've ground out useless foraging ranks for years with something decent).

From my experience, it's the Random Rares were there's a problem. If it were up to me, I'd leave the base random rare rate where it is and use skill as a "bonus" to the rate. I know that it wouldn't be truly random anymore, but see above comments and skill checks in a skill-based game == good. Lastly, I'd never let a random rare be smaller than 3 volume. They're rare enough, at least have it be more than 1 slug.

~Hunter Hanryu
http://drplat.com/CombatEquipmentCompendium.xls
http://tinyurl.com/HanryuTanning
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Re: Some mining data on 08/09/2011 05:42 AM CDT
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Yeah guys I understand armor takes more metal to make, and I understand everyone wants it RIGHT NOW. It's not been that long and there are quite a few rare metal items out already. I believe it should take some serious time to get enough for a FULL suit of rare metal armor. Obviously there are smaller armor pieces that someone could make sooner.

I'm looking at it from the perspective of that it's infinite, eventually there is going to be a ton of rare metal items. So my idea would be to actually increase the occurance of the metals (this allows for continuous progress and a lot less of those stale gaps) but decrease the volumes gained.

Anyways, thanks for the replys, I guess we will see how it pans out. :)

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